Maes
I like big butts!

Posts: 8662
Registered: 07-06 |
Jodwin said:
So, so many different things that you take for granted when playing, but which are actually quite complex to compute.
To be fair, AIs have an inherent advantage in some of the things you mentioned, if they are allowed unlimited access to the internal resources and coordinates of everything in a map.
That's how RTS AIs appear to "cheat" simply by exploiting their intimate knowledge of the game's layout and knowing every position of every unit. Whether they always make good use of this information is debatable, but the hard fact is that as far as the game world is concerned, AIs can have a much more complete viewpoint than the player, even if a different one (e.g. even the monsters in Doom know exactly where the player or their target is when deciding which direction to take, before even using their sight functions: they are driven by a pure mechanical X-Y convergence. Hitscan and missile attacks are launched dead-center by the same technique etc.
Similarly, bounding movement through walls and objects is perfectly solvable by linear algebra at least from a purely mechanical/geometrical POV (without that meaning that it's trivial to plan a long-term strategy). However the AI can be made very good at reacting instantly: you could very well e,g, make a "bastard monster" in Doom that can dodge all missile attacks at the very last moment, or exploit purely mechanical control limitations of the player to "outsmart him".
Of course, if your idea was to make a robot that can only operate from "outside the box" just like a human player, using the same video and audio output and the same controls, and having to "build" a map in its head just like the player...well, that's a bit overboard ;-)
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